Fix SGB multiplayer, improve multiplayer accuracy
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@ -858,7 +858,7 @@ void GB_reset(GB_gameboy_t *gb)
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gb->mbc_rom_bank = 1;
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gb->last_rtc_second = time(NULL);
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gb->cgb_ram_bank = 1;
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gb->io_registers[GB_IO_JOYP] = 0xF;
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gb->io_registers[GB_IO_JOYP] = 0xCF;
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gb->mbc_ram_size = mbc_ram_size;
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if (GB_is_cgb(gb)) {
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gb->ram_size = 0x1000 * 8;
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@ -12,7 +12,7 @@ void GB_update_joyp(GB_gameboy_t *gb)
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previous_state = gb->io_registers[GB_IO_JOYP] & 0xF;
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key_selection = (gb->io_registers[GB_IO_JOYP] >> 4) & 3;
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gb->io_registers[GB_IO_JOYP] &= 0xF0;
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uint8_t current_player = gb->sgb? gb->sgb->current_player : 0;
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uint8_t current_player = gb->sgb? (gb->sgb->current_player & (gb->sgb->player_count - 1)) : 0;
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switch (key_selection) {
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case 3:
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if (gb->sgb && gb->sgb->player_count > 1) {
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@ -73,7 +73,7 @@ void GB_icd_set_joyp(GB_gameboy_t *gb, uint8_t value)
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if (previous_state & ~(gb->io_registers[GB_IO_JOYP] & 0xF)) {
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gb->io_registers[GB_IO_IF] |= 0x10;
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}
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gb->io_registers[GB_IO_JOYP] |= 0xC0;
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}
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void GB_set_key_state(GB_gameboy_t *gb, GB_key_t index, bool pressed)
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@ -746,9 +746,11 @@ static void write_high_memory(GB_gameboy_t *gb, uint16_t addr, uint8_t value)
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return;
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case GB_IO_JOYP:
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gb->io_registers[GB_IO_JOYP] = value & 0xF0;
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GB_sgb_write(gb, value);
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GB_update_joyp(gb);
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if ((gb->io_registers[GB_IO_JOYP] & 0x30) != (value & 0x30)) {
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gb->io_registers[GB_IO_JOYP] = value & 0xF0;
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GB_sgb_write(gb, value);
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GB_update_joyp(gb);
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}
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return;
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case GB_IO_BIOS:
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13
Core/sgb.c
13
Core/sgb.c
@ -338,7 +338,6 @@ static void command_ready(GB_gameboy_t *gb)
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break;
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case MLT_REQ:
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gb->sgb->player_count = (uint8_t[]){1, 2, 1, 4}[gb->sgb->command[1] & 3];
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gb->sgb->current_player = gb->sgb->player_count - 1;
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break;
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case CHR_TRN:
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gb->sgb->vram_transfer_countdown = 2;
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@ -382,13 +381,16 @@ void GB_sgb_write(GB_gameboy_t *gb, uint8_t value)
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if (gb->joyp_write_callback) {
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gb->joyp_write_callback(gb, value);
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}
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if (!GB_is_sgb(gb)) return;
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if (!GB_is_hle_sgb(gb)) {
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/* Notify via callback */
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return;
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}
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if (gb->sgb->disable_commands) return;
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if (gb->sgb->command_write_index >= sizeof(gb->sgb->command) * 8) return;
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if (gb->sgb->command_write_index >= sizeof(gb->sgb->command) * 8) {
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return;
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}
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uint16_t command_size = (gb->sgb->command[0] & 7 ?: 1) * SGB_PACKET_SIZE * 8;
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if ((gb->sgb->command[0] & 0xF1) == 0xF1) {
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@ -398,10 +400,10 @@ void GB_sgb_write(GB_gameboy_t *gb, uint8_t value)
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switch ((value >> 4) & 3) {
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case 3:
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gb->sgb->ready_for_pulse = true;
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/* TODO: This is the logic used by BGB which *should* work for most/all games, but a proper test ROM is needed */
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if (gb->sgb->player_count > 1 && (gb->io_registers[GB_IO_JOYP] & 0x30) == 0x10) {
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if (gb->sgb->player_count > 1 && !gb->sgb->mlt_lock) {
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gb->sgb->current_player++;
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gb->sgb->current_player &= gb->sgb->player_count - 1;
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gb->sgb->current_player &= 3;
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gb->sgb->mlt_lock = true;
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}
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break;
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@ -426,6 +428,7 @@ void GB_sgb_write(GB_gameboy_t *gb, uint8_t value)
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}
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break;
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case 1: // One
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gb->sgb->mlt_lock ^= true;
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if (!gb->sgb->ready_for_pulse || !gb->sgb->ready_for_write) return;
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if (gb->sgb->ready_for_stop) {
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GB_log(gb, "Corrupt SGB command.\n");
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@ -52,6 +52,9 @@ struct GB_sgb_s {
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/* GB Header */
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uint8_t received_header[0x54];
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/* Multiplayer (cont) */
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bool mlt_lock;
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};
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void GB_sgb_write(GB_gameboy_t *gb, uint8_t value);
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